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using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Region.Environment.Scenes;
using System;
using System.Collections.Generic;
using System.Reflection;
//using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
///
/// Prepare to write out an archive.
///
public class ArchiveWriteRequestPreparation
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_scene;
protected string m_savePath;
///
/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
/// asset was found by the asset service.
///
protected AssetBase m_requestedObjectAsset;
///
/// Signal whether we are currently waiting for the asset service to deliver an asset.
///
protected bool m_waitingForObjectAsset;
///
/// Constructor
///
public ArchiveWriteRequestPreparation(Scene scene, string savePath)
{
m_scene = scene;
m_savePath = savePath;
}
///
/// The callback made when we request the asset for an object from the asset service.
///
public void AssetRequestCallback(UUID assetID, AssetBase asset)
{
lock (this)
{
m_requestedObjectAsset = asset;
m_waitingForObjectAsset = false;
Monitor.Pulse(this);
}
}
///
/// Get an asset synchronously, potentially using an asynchronous callback. If the
/// asynchronous callback is used, we will wait for it to complete.
///
///
///
protected AssetBase GetAsset(UUID uuid)
{
m_waitingForObjectAsset = true;
m_scene.AssetCache.GetAsset(uuid, AssetRequestCallback, true);
// The asset cache callback can either
//
// 1. Complete on the same thread (if the asset is already in the cache) or
// 2. Come in via a different thread (if we need to go fetch it).
//
// The code below handles both these alternatives.
lock (this)
{
if (m_waitingForObjectAsset)
{
Monitor.Wait(this);
m_waitingForObjectAsset = false;
}
}
return m_requestedObjectAsset;
}
///
/// Record the asset uuids embedded within the given script.
///
///
/// Dictionary in which to record the references
protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary assetUuids)
{
AssetBase scriptAsset = GetAsset(scriptUuid);
if (null != scriptAsset)
{
string script = Utils.BytesToString(scriptAsset.Data);
//m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
//m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
foreach (Match uuidMatch in uuidMatches)
{
UUID uuid = new UUID(uuidMatch.Value);
//m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
assetUuids[uuid] = 1;
}
}
}
///
/// Record the uuids referenced by the given wearable asset
///
///
/// Dictionary in which to record the references
protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
wearableAsset.Decode();
//m_log.DebugFormat(
// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
foreach (UUID uuid in wearableAsset.Textures.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
}
}
///
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
///
///
///
protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids)
{
AssetBase objectAsset = GetAsset(sceneObjectUuid);
if (null != objectAsset)
{
string xml = Utils.BytesToString(objectAsset.Data);
SceneObjectGroup sog = new SceneObjectGroup(xml, true);
GetSceneObjectAssetUuids(sog, assetUuids);
}
}
///
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
///
///
///
protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids)
{
m_log.DebugFormat(
"[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
foreach (SceneObjectPart part in sceneObject.GetParts())
{
//m_log.DebugFormat(
// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
try
{
Primitive.TextureEntry textureEntry = part.Shape.Textures;
// Get the prim's default texture. This will be used for faces which don't have their own texture
assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
// XXX: Not a great way to iterate through face textures, but there's no
// other method available to tell how many faces there actually are
//int i = 0;
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)
{
//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
assetUuids[texture.TextureID] = 1;
}
}
foreach (TaskInventoryItem tii in part.TaskInventory.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
if (!assetUuids.ContainsKey(tii.AssetID))
{
assetUuids[tii.AssetID] = 1;
if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
{
GetWearableAssetUuids(tii.AssetID, assetUuids);
}
else if ((int)AssetType.LSLText == tii.Type)
{
GetScriptAssetUuids(tii.AssetID, assetUuids);
}
else if ((int)AssetType.Object == tii.Type)
{
GetSceneObjectAssetUuids(tii.AssetID, assetUuids);
}
else
{
//m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
}
}
}
}
catch (Exception e)
{
m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e);
m_log.DebugFormat("[ARCHIVER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length);
}
}
}
public void ArchiveRegion()
{
Dictionary assetUuids = new Dictionary();
List entities = m_scene.GetEntities();
List sceneObjects = new List();
// Filter entities so that we only have scene objects.
// FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
// end up having to do this
foreach (EntityBase entity in entities)
{
if (entity is SceneObjectGroup)
{
SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
sceneObjects.Add((SceneObjectGroup)entity);
}
}
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
GetSceneObjectAssetUuids(sceneObject, assetUuids);
}
m_log.DebugFormat(
"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
sceneObjects.Count, assetUuids.Count);
// Asynchronously request all the assets required to perform this archive operation
ArchiveWriteRequestExecution awre
= new ArchiveWriteRequestExecution(
sceneObjects,
m_scene.RequestModuleInterface(),
m_scene.RequestModuleInterface(),
m_scene.RegionInfo.RegionName,
m_savePath);
new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
}
}
}